Vous pouvez trouver des explications sur le combat dans Vanguard par exemple en français sur le site de Mondes Persistants Vanguard
ici et
ici.
D'autre part, je vous copie/colle une autre présentation (en anglais^^) extraite d'une synthèse des connaissances actuelles sur le jeu sur le forum officiel
ici :
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4.1 - Combat Overview
A Writeup from SilkyVenom's Fozzik @ E3:
Quote:
The adventuring sphere has been posted about at length on the official Vanguard forums, but the complexity of the system lends itself to long descriptions, and even longer discussions. I don't think we're going to come close to understanding the finer points of this game until we play it. With that in mind, here's some detail I learned from E3.
Combat in Vanguard may seem slow from the perspective of the uninvolved viewer, but I think the experience of it will be anything but. In fact, it looks to be almost frenetic in its pace, and the level of attention and decision making required will very much raise the bar on player skill. Being exceptional at playing your class is going to really matter, and will be obvious to your friends and group mates fairly quickly. Every member of a group will contribute in a very real and engaging sense to the overall success of the party. There are no free rides here.
To get an idea of how the system will develop, let's start at the beginning (never a bad place to start). Players will enter the game world with the most basic of abilities. Actually, it's what Sigil refers to as "traditional MMO combat" - type abilities. The systems of combat and adventuring will be introduced through tutorials over time. As the character gains skill and perception, the number of things to pay attention to and decide on during a single round will increase. By mid level, the three or four seconds "between swings" will be spent taking in many different cues from the user interface and game world, and making a decision from among multiple possible actions or reactions. It doesn't seem like a lot of time, and the outcome of a combat may very well ride on making good decisions each and every round.
It is a bit like chess. Action and reaction, moves, countermoves. These mechanics are built into every system in Vanguard, and maybe nowhere can they be better illustrated than in combat. The mid level group combat we were shown included an impressive amount of information being displayed by the UI. As your character's perception skill rises, you won't just see your current target when multiple mobs attack. You will actually have an opponent's group window, very much like your own group window, which can show you all of the mobs, their status, and even what they are casting or attacking with.
You'll be able to see opposing melee chains begin, or coordinated spells being started. This type of information allows you to make much more informed decisions during each combat round...instead of reacting to a single mob you can watch and counter the whole group, breaking chain attacks as they begin. You'll be making tactical decisions about which spells to counter, or which mob to focus on, in each and every round of combat.
While we're on the subject of group windows, it might be important to note that your own "friendly" group window will also show spells being cast, and whether they succeed or fail. Sorry clerics...no more excuses! "But...but...I did cast the heal in time...you didn't get it?"
You'll now be able to see exactly what is cast, when it is cast. Besides keeping clerics honest, this aspect of the group window should also be very useful in coordinating attacks. You'll be able to easily see when your teammates start a spell, and also know if they fail, which should be a big help in your tactical decision-making process during combat.
Along with all the opponent's information you will see based on your perception skill, there will also be an ever-increasing number of possible skills, abilities, or spells that you will be able to choose from during each round of combat. Various conditions...moment to moment...will open up additional attacks for melee classes. Maybe even multiple possible attacks in the same round, requiring you to choose the best. Add to that the fact that defensive moves and skills will also be available... the option to choose a block or parry instead of an attack in a given round depending on circumstances.
Certain spells being used by an opponent will open multiple possibilities for the casters. Casting classes will have several kinds of counterspells, the more powerful of which will not only be difficult to use effectively, but will have long re-use timers and so must be used carefully...when the moment is just right.
Now think back to imagining combat as "slow." Everything I just described occurs within the framework of those 4-5 second rounds, and I'm only describing mid-level combat. Sigil invited us to think for a moment about what this will mean for PvP. You'll never be standing toe-to-toe trading punches or nukes until someone runs out of hit points like in older games. In Vanguard combat looks to be a carefully calculated dance of attacks, defenses, counterattacks, and decision-making.
The combat system is also intertwined with character advancement in multiple ways. Besides learning spells from mobs that you fight... As you level, expect to not just buy or receive your spells from a high-level master of your art. Casters may have to take part in an arcane magical duel with a master and learn their new spell through perception of the other's abilities. This will also be true of melee classes, expect to see the word "training" take on a whole new meaning in Vanguard.
I have no idea how to sum this up except to say... I'm excited to give it a test drive. A system like this provides for a skilled player to really shine in ways I didn't even really imagine in an MMORPG. I'm a little frightened I suppose, because I know it is going to take a long time to really master the combat system in Vanguard. Not only is the initial complexity impressive... but I see almost an unending possibility for emergent gameplay in a system like this. I can't wait.
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Plus d'infos très bientôt lorsque le NDA sera levé
